SetNpcLookAt: Difference between revisions

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Document new NPC/player-mode API and events available from 0.1.5
 
Release G1R:MP 0.1.5 BUILD144 / Protocol 37; update availability and migration
 
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== Notes ==
== Notes ==
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Since 0.1.5. This documents the next release; public 0.1.4 does not include these additions.
* Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* Whole-body yaw only: not head tracking or a persistent task. Repeat explicitly if needed. Preserves routes/goals; later movement may change facing.
* Whole-body yaw only: not head tracking or a persistent task. Repeat explicitly if needed. Preserves routes/goals; later movement may change facing.

Latest revision as of 07:34, 26 September 2026

setNpcLookAt

AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.

Faces the NPC toward the current player position once.

Syntax

setNpcLookAt(npcId, playerId)

Parameters

Name Type Required Description
npcId int yes Server-assigned NPC ID returned by spawnNpc; not a player ID.
playerId int yes Connected player ID.

Returns

Returns true when accepted, false for a rejected request. Acceptance is not proof of a rendered animation, projectile release or hit.

Examples

setNpcLookAt(npcId, playerId)

Notes

  • Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
  • Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
  • Use matching updated client and server. See NPC scripting for lifecycle, defaults, combat examples and collision limitations.
  • Whole-body yaw only: not head tracking or a persistent task. Repeat explicitly if needed. Preserves routes/goals; later movement may change facing.